Did the 4/7/10 AE xp change go too far?
no. it did not go to far.
the AE change made it so any critter considered an ally (ie blue box) will decrease rewards
this includes:
- allies
- escorts
- captives
- ally bosses
- allies in a battle
- basically anything that has a blue box that does not attack you
the AE change made it so any critter considered an ally (ie blue box) will decrease rewards
this includes:
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the AE change made it so any critter considered an ally (ie blue box) will decrease rewards
this includes:
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- Ally objectives count
- Escort objectives count
- Release Captive objectives count
- Defend an Object objectives count
- Allied patrols do not count.
- Allies in a "battle" objective do not count.
- Allied bosses do not count.
No. I'm still testing, but what counts vs what doesn't count is strange:
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how does a defend object reduce xp anyway? its an object that does nothing
i think this was a more "blanket" fix that didnt work properly, i could see something else coming to fix this in another couple weeks or with i17
captives, escorts, and defend objects should not count to the reduced xp, while battles, ally bosses, ally anything else that actually fights should reduce xp
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Dirty dirty exploiters
But, but! This is a good change because it is going to stop the exploiting!
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but instead they nerfed captives, defend objects, and escorts all 3 of which the ally in it is nothing more than a placeholder
patrols, battles, and ally boss spawns are unaffected by this so it wont really be stopping the use of buffing allies (they wont directly buff you, but you can make a group of baddies that just uses the AoE buffs and you sit under them)
Minor note but escorts can be made to fight alongside you as you escort them.
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escorts i guess should be nerfed some in that case, but prolly 7 out of 10 times they are non-combat unless it was story critical (the other portion of the time)
i still dont see how captives and defend objects fall into the "nerf" category though since captives are noncombat and are essentially placeholders and defend objects can be killed but they dont do anything other than sit there
No. I'm still testing, but what counts vs what doesn't count is strange:
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My personal style in AE arcs involves getting the text needed to follow the story in front of all the players. Reliance on mission briefings, clues, and other less obvious text results in a random sequence of instructions --- go here, defeat this, collect that --- that seems to make no sense to anyone but the team leader. I try to put all of my story into NPC chatter of some sort. This means using a lot of allies, patrols, and unessential boss fights, often set to single.
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this would be the objective IF they only made rewards reduced for allies that actually participated in battle
but instead they nerfed captives, defend objects, and escorts all 3 of which the ally in it is nothing more than a placeholder patrols, battles, and ally boss spawns are unaffected by this so it wont really be stopping the use of buffing allies (they wont directly buff you, but you can make a group of baddies that just uses the AoE buffs and you sit under them) |
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Yes, it went too far. When the end result is that effectively the only way to write an unpenalized mission is a simple radio-missionesque "Defeat the Boss" you might as well run radios. And people will. The farmers will go right on farming maps of easy mobs. Only the storytellers and those who enjoy stories are truly penalized.
RIP AE.
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Aha, I see now they have gone half way to correcting the problem they created with AE. Now if they just stop having it give rewards at all they will be sublimely amused. Makes you wonder what genius tabled the AE idea at a meeting and the various derf headed responses that it got.
Now if they would just stop creating large sections of the game that they later remove, and improve some basic stuff.... oh wait, I keep expecting things to make sense. NVM
Yes, it went too far. When the end result is that effectively the only way to write an unpenalized mission is a simple radio-missionesque "Defeat the Boss" you might as well run radios. And people will. The farmers will go right on farming maps of easy mobs. Only the storytellers and those who enjoy stories are truly penalized.
RIP AE. |
I approve removing exploits, but if they remove the rewards for playing non-farm content from the AE as well, it removes the reason for the majority of the playerbase to play it, because most people are concerned with, if not solely motivated by drops/XP/inf/rewards.
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The others I can somewhat understand, but captives and escorts seem a bit off-kilter. The EXP reduction should only go in if you set the captive/escort to be able to fight or buff you, because this is, as far as I know, the problem with captives/escorts/allies: buffing up people to unkillable levels.
The AE xp change made me unsub.
So. Yeah.
(Though, to be fair, it was more Dr. Aeon's explanation of things that did it. Sometimes you're better off not knowing)
Enjoy your day please.
First they nerf the heck out of Pvp and now to AE. Good work devs, I hope you like all the nerd rage about you taking away all their precious exp. All the while I'll be busy playing what remains of the game.... XD
No. I'm still testing, but what counts vs what doesn't count is strange:
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Here's what I did:
I put just one Boss objective set to single/ally on the map. I then opened the entire map first so that I made sure every objective had spawned (if you are not close enough to the ally-type objective for it to spawn on the map, it will not count against the rewards you receive. I then killed something and gave 90% of what I was suppose to receive.
After that, I went nuts and just put two allied patrols on the map. +0 Boss infamy went from ~37k to around 200 and some change...
Obviously they screw something up.
I think this is only one step on the long road that will lead to zero XP rewards in the AE.
Which is a shame.
From the patch notes:
This evening, I played "Freakout" by 3Deviant, not sure what the number is, on a team. The arc is story based and is intended to be a team challenge, with large ambushes and multiple archvillains in each mission. There are also a fairly large number of hostages in each mission, but no actual allies. Rewards when played were noticeably substandard compared to previous runs of the story. With the exception of a couple of the archvillains, the enemies fought in the arc are standard, and include Freakshows, Family, Crey, Council, and Arachnos. All seemed to be giving less than a quarter of full rewards.
One possible explanation would seem to be that the presence of the hostages, as non-combat characters, is invoking the nerf. There are no allies in any of these missions.
I use friendly and non-combat mobs in a variety of ways. In some, friendly ambushes spawn to bestow congratulations on the players when a foe has been defeated, for story reasons. In another, friendly patrols spawn when objectives are completed to depict a revolt in a prison camp. Some of my allies are deliberately weak but combative, meant to be defeated rather than helpful, because that's part of the story. I've added friendly bosses to depict characters making speeches to the player. None of these allies are expected to follow players passing out buffs, and combat-effective allies already eroded rewards, potentially to zero, by the damage they did. I am going to have to test each of these scenarios, but if hostages are invoking the code here they likely are too. I already know the patrol spawning mission is affected, even if the patrols do not buff the players and are not controlled by them.
If every hostage, friendly, or non-combat NPC is invoking this code regardless of their combat ability, it seems to have misfired and is interfering with story telling as well as exploits. If this is the case I'd ask this to be rolled back.
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"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison